Hi everyone, a little while ago we released the 1.4 update for Dystopia. It's been in the works for a long time and contains a ton of changes - just about every weapon received balance tweaks, almost every map has been updated to be more fun and streamlined, graphical improvements, sounds, optimizations, you name it.

As always, Dystopia is a free mod for the Source engine and can be grabbed on Steam here.

Check out the massive changelog below!

THE DYSTOPIA 1.4 CHANGELOG

Bug fixes:

Animation is no longer carried over when changing weapons, firing or reloading (so a player firing a weapon and then switching to the katana will no longer make it look like they swung the katana, or a reload animation hiding an attack etc.) One exception to this is katana swings, which continue to play through weapon change.

Looping spider grenade sound effect should be fixed

Better lag compensation between fast moving players

Cyber players will now always transmit their position to one another (so map optimization will not interfere with cyber trail visibility)

Players should no longer briefly appear floating somewhere in the map when they're respawning

Infinite stealth bug fixed

Client command that would make stealth more visible removed

Floating HUD icons now fade in opacity when getting very close (so your screen won't turn blue when being very close to a breakable objective etc.)

Fixed some stat tracking inconsistencies with implant energy use

Improved weapon attachments on player backs so there should be less clipping

Fixed some implant icon color inconsistencies (coldsuit, IFF info)

Switching to the rocket launcher while it's reloading no longer causes it to spam the draw weapon animation

Decreased the comically large size of ejected shells from machpistol, smartlocks, assault rifle, mk808 and minigun

dys_ragdolls console command now actually works to hide bodies and gibs to improve FPS, and has been added to the multiplayer advanced options menu

Holstered weapons no longer float in the air for a short time after killing someone

Disabled primary weapons from being holstered as they were causing a huge FPS loss

meatspace.cfg now execs when you respawn (so if you're dumpshock killed, you won't be running around meatspace with cyberspace cfg executed)

Fixed rare end of map crash

Fixed bolts seeming to vanish in mid-air when landing a direct hit

Fixed cyberspace/meatspace microphone not working (being able to hear meatspace sounds while in cyberspace -- a super old feature that broke a while back)

Cyber microphone now has 384 range and volume scales as the source is further away from your meatspace body

Secondary can now be activated by just holding down +attack2 on cooldown

Ion Cannon:

Can now set zoom fov with dys_zoom_fov_ioncannon

Beam and impact particle is now team colored

Now renders a badass railgun style swirl effect. Can enable or disable it with dys_draw_ion_swirl

Rocket Launcher:

Rockets will now lock onto stealthers if the user has thermal active

Rockets that are not being guided by either laser or fly-by-wire now have their velocity doubled

Changed rocket cam FOV from 50 to 90, making it easier to aim FBW rockets

Rocket now locks on for 0.33 seconds (up from 0.25) upon touching someone with the laser (NOTE: Rockets still cannot lock onto stealthers)

If the rocket is locked on to someone, it's turn rate is quadrupled from 120 to 480 (FBW turn speed remains a constant 250)

If the rocket is locked on to someone, it no longer cares about line of sight for tracking (previously, if the rocket was behind someone, and the laser dot was on the front of them, the rocket would think the laser is behind a wall or something and not lock on!)

Like FBW, you can now blow up laser guided missiles by +attack, or stop laser guiding by +attack2

Rockets now "ignite" instantly (down from 0.3s)

Fixed rocket launcher being unable to fire for a short time upon a new missile being ready, and a few other bugs that could happen as a result of this

Fixed the last missile not guiding towards the laser dot if you're out of ammo

Fixed holding secondary attack to dumbfire making you stop moving for a short time

Wired reflexes no longer affects minigun spin time (used to reduce it to 0.75s)

Basilisk:

Increased clip size to 15

Ammo changed to 30 starting, 60 max reserve

Increased total shot damage to 50 (center bullet now does 20)

Increased secondary fire velocity from 700 to 1000

Ammo screen implemented

Secondary fire now properly animates the weapon

Spider grenades:

Now respect player view when thrown, and are thrown with 512 velocity (makes it so you can choose where and how to throw spiders, i.e. up onto ledges)

Max damage now set instantly upon touching the ground rather than upon deployment (spiders start with much lower damage so when they blow up in the heavies face, it's not as painful)

Health reduced to 15 (from 25)

Cyber:

All cyber damage is now counted 3x for stats to make it more on par with meatspace damage

Shaft now has particles at the end making it easier to judge distance

Cyber projectile explosion knockback tweaked for enemies: it now applies less base velocity from the explosion, but adds upwards velocity (relative to the victim's gravity -- yes, you can now do perpendicular juggling)

Programs now no longer add a small random amount of energy usage each frame

Implants:

TAC Scan now has 10,000 range (up from 2,048)

Mediplant:

Range increased from 256 to 512

Self heal cost 7 -> 0

Self heal amount 7 -> 4

Other heal cost 10 -> 8

Other heal amount: 17 -> 16

Heavies now receive more per mediplant heal than the other classes (24). Energy cost remains the same as healing any other class

Punks now need to capture an item from the lower area to turn off a Corp frostwall blocking access to the objective screen (security is taken offline for 60 seconds on capture, the item takes 20 seconds to respawn when dropped)

Corps can now take a gravshaft up to objective 2 punk JIP, this is disabled when punks capture the item

Fixed Objective 2 laser random delay

Fixed punk spawn pads to be solid

Added a new JIP for Punks on Objective 3 with a new hackable: the giant glass screen can now be raised or lowered. Punks can also shoot at Corps who are closing data stores via this node through a big frostwall (ICE that can be shot through).

Broadcast:

Objective 1 sewer exit now leads to the objective room rather than the street, placing more emphasis on controlling cyberspace

Objective 1: Punks bring explosives from their spawn to 3 points on the map and trigger them via cyberspace

Objective 2: Punks capture a corp key card at their spawn enabling them to take objective in cyberspace. There's hackable turrets, and a hackable/crackable conveyor belt hatch

Objective 3: Punks capture a certain amount of data from cyberspace, meatspacers capture a button that make getting data easier

Objective 4: Punks create viruses in their spawn via cyberspace and bring them to a location in meatspace, hackable turrets and hatch

Cybernetic:

Hostage cart bugs should be fixed

Detonate:

There's a gate that can be cracked open or closed by the objective 1 JIP now

First objective door subobjective and logic fixed

Added lower exit for corp 1st spawn

Made punk 1st objective roof a little more open

Added a vent from 1st objective roof to 1st objective lobby area

Removed turrets on the dumpster/fence side of the Corp spawn on 1st, allowing punks to jump down and enter the lobby via this direction as well

Obj1 doors, Obj2's green door, and the "NO ENTRY" doors leading to Obj4 can all be cracked open temporarily

Removed outer turrets in last obj area so the area is safe for punks to be in

Obj4 turrets now disable on obj3 and stay disabled

Removed kill trigger that activates at the final objective on obj2 recap. Now there is no defense for final once obj3 is taken regardless of recap, and Corps can freely attack it without necessarily having to recap 2nd if they took 3rd.

Objective 3 corp JIP is now disabled at all times unless punks own objective 2

Silo doors now open on objective 2 capture (and close during the countdown)

Added new objective 3 hackable route that goes past objective 2 JIP and leads to a vent that you can drop down from, landing at the hallway opposite final corp spawn

Objective 2 spawn redesigned and a second exit added

Objective 2 vent hackable is now in the yellow node (contestable) and now controls whether or not the electricity is on. You can jump through the fence gap even if the electricity is on as long as you don't touch any metal parts.

Vent system heavily simplified, now the only vent is from storage room to control room (last corp JIP), and the vents have been raised so you can run/jump through them

Flush vents now clear the entire vent system with a fan kill trigger

Restricted corp access in cyber on obj1/obj2 so they can't go open obj3 doors

Playerclips, optimization, detail pass, lighting pass, etc.

Undermine:

Objective 2 can now captured by cracking the screen in meatspace (even if it's disabled). It takes 20 seconds.

The doors leading to objective 2 that can be hacked open or closed can be cracked open temporarily

Raised the delay before Obj3 ports re-open after a corp decker leaves an EU node to 15 seconds (so there is a minimum 15 second delay between a corp exiting an EU and re-entering)

Added a bunch of cyber crystals in obj3 cyberspace on the floating cubes

Moved turrets in final corp spawn to allow easier access to corp deckers by punks

Obj1 gas should no longer be really dark/hard to see sometimes

Vaccine:

Removed foyer door buttons on objective 1, you can now open these doors normally

Added turret to Corp 1st spawn to prevent potential spawn camping

Dock and back door are now separate nodes/screens in cyberspace (back door is in the node previously used for foyer door control)

Airlock room now has a wall blocking line of sight from the two corp exits

Map creation:

Added trigger_crackable, a trigger that lets players "crack" objects with their cyberdeck. While inside, the trigger updates the players HUD as to how he can interact with it. While cracking, a progress bar will show how long until the crack is complete.

Added cyber_gravity_volume, which replaces the old point entity and is much more consistent and easier to use

dys_item and trigger_item are now fully functional and can be used in a variety of ways

Added cyber_gravity_align, a trigger volume which sets a players gravity alignment to a specified angle (allows for much more control than cyber_floor, useful for areas where players need to be a certain angle)

Added cyber_crystal, a "medpack for cyberspace". By default restores 5 energy and respawns in 30 seconds, although these values can be changed

Added func_brush_colorblend, which acts like a func_brush but can blend from one color to another over a period of time

Contact

Official Page

Release Date

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Superb total conversion mod. You can chose between one of 3 armors, from light to heavy, which influences your speed and obviously armor as well as which weapons you can equip and which or how many implants. Weapons and implants allow you to load your character with just what you want to play. Whatever you choose, you’ll work together with your team to do different objectives, advancing (or preventing the advance of the enemy) in the map. In recent versions more helpful tips and navigation-path-help…

Feb 6 2009, 3:49pm by Kissaki

Style

Genre

First Person Shooter

Theme

Sci-Fi

Players

Multiplayer

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